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Topics - noxis

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1
Technical forum / Ogg Theora Optimization
« on: April 03, 2007, 05:04:39 PM »
I was wondering what is the best resolution and bit rate to put the ogg theora videos without it skipping or jerking slightly.

At the moment the fmvs are at 640x292 (letter box) with a 1000 kb/s bit rate.  This bit rate is grainy, but still jerky what is the best solution for this.  Are their designated resolutions I should put the fmvs for the best speed and smoothness.  I really would like some help, it seems that avis are not a viable option since the audio cannot be compressed to any specific ogg or mp3 codec.


2
Technical forum / Hotspot Animations
« on: March 26, 2007, 03:31:50 PM »
I have a title menu in the game, and when you move the mouse cursor over the "NEW GAME" entity, how do I make it activate an animation when you put the mouse cursor over it, and then when mouse cursor is not on it, reverse the animation.

The animation is a slight zoom in on the text, and then zooms back out when the cursor is not on it.

3
Technical forum / Ogg licence
« on: March 26, 2007, 04:43:46 AM »
I was wondering if I should put some form of ogg licence text in the game, to acknowledge the codecs that are being used in the game.  Like a copyright notice or something like this, or is it not required.  Especially if the game is being released commercially at some point.

4
Technical forum / Theora files in 16-bit colour
« on: March 25, 2007, 01:48:28 PM »
Just noticing that when I played my game in 16-bit mode the colours in the ogg theora files.  Also wondering do ogg theora movies run smoother in 16-bit mode?

5
Technical forum / .SUB Files
« on: March 25, 2007, 01:24:22 PM »
A few questions here?

1. Should I place .SUB files in the video directory of my game?
2. What is the best program to use to make .SUB files?

6
Won't implement / DNA ATI Drivers
« on: March 21, 2007, 09:33:55 AM »
Didn't know where to post this but I thought you needed to know:

After installing the modded ATI DNA Drivers on my machine, Wintermute went hay-wire .. usually the FPS on my game was around 80 fps when displaying a movie.  After installing these drivers the frame rate went very erratic saying 3000 fps.  The ogg theora files then jerked at around 2 fps.  I just thought everyone should know this and that these drivers are *not compatible* with Wintermute.

7
Technical forum / 32-bit and 16-bit options in Wintermute
« on: October 28, 2006, 06:56:20 AM »
Is there a way to disable the choice between 16 and 32-bit in the Wintermute setup program.  My game looks disgusting in 16-bit especially the full motion videos and I was wondering is there a way to disable the choice of selecting 16-bit or isn't this possible.

8
Technical forum / Fading in and out
« on: October 24, 2006, 03:33:08 PM »
Here are another few questions on coding, and by the way .. thanks guys you have so far been really great in replying to my questions.  So far I am totally impressed with the engine and the flexibility that it provides.

Question 1

So far when I am making a cutscene i am using the following procedures to do a cutscene

Code: [Select]
Game.RemoveWaitCursor ();    // temporarily put here for debugging purposes
Game.Interactive = false;


Game.PlayMusic ("\music\credits.ogg");
Game.FadeOut (1);
  var title = Scene.GetNode("text");
  title.SetSprite ("\animations\credits\noxis.sprite");

Game.FadeIn (6000);

  Sleep (6500);

Game.FadeOut (6000);

  Sleep (6000);
 
 
  title.SetSprite ("\animations\credits\kris.sprite");
  title.X = 40;
  title.Y = 40;
 
Game.FadeIn (6000);

  Sleep (6500);
 
Game.FadeOut (6000);

Is there any easier way to fade out these sprite entities rather fading the whole screen, cause what I want to do in the end is make a video entity behind the sprites coming up.  Also is it possible to make the fading in and out a blocking-type statement rather than guessing with the Sleep command.


Question 2?

What are the standard system requirements for a game memory wise?
Would it be somewhere between 128mb and 256mb for an 800x600 resolution game?

9
Technical forum / entity coordinate problem?
« on: October 23, 2006, 04:11:06 PM »
I'm trying to move an entity around the screen, but it doesn't want to move.  I created an entity called text in the scene editor, and when scripting it, it just doesn't seem to follow my coordinates.  Have a look at the code and see what I am doing wrong?

Code: [Select]
var title = Scene.GetNode("text");
  title.x = 30;
  title.y = 100;
  title.SetSprite ("\animations\credits\noxis.sprite");

10
Technical forum / Skipping a cutscene??
« on: October 23, 2006, 03:40:53 PM »
How would I go about skipping a cutscene code wise?

For example, at the start of the game I am showing a credit sequence with text that fades in and out .. but I would like to give the option for the player to press ESC at any time to skip the sequence.  How would I go about do this?

11
Technical forum / Anti-aliased TTF Font Issue
« on: October 22, 2006, 07:32:27 AM »
I have been testing the use of true type fonts within WME, and I can't seem to make the text anti-aliased, I have added the shadow around the text, but it just doesn't seem to be anti-aliasing.

Here is the code that I used for the .fon file

TTFONT
{
  SIZE = 8 
  FACE = "Verdana"
  FILENAME = "fonts\verdana.ttf"

  BOLD = TRUE
  ITALIC = FALSE
  UNDERLINE = FALSE
  STRIKE = FALSE

  CHARSET = 1

  COLOR { 255, 0, 0 }
  ALPHA = 255
 
  LAYER
  {
    OFFSET_X = 1
    OFFSET_Y = 1
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }

  LAYER
  {
    OFFSET_X = -1
    OFFSET_Y = -1
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }

  LAYER
  {
    OFFSET_X = -1
    OFFSET_Y = 1
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }

  LAYER
  {
    OFFSET_X = 1
    OFFSET_Y = -1
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }


  LAYER
  {
    OFFSET_X = 0
    OFFSET_Y = 0
    COLOR { 255, 0, 0 }
    ALPHA = 255
  }
}

12
Technical forum / First person adventure game and interface questions??
« on: October 19, 2006, 05:36:57 AM »
Hello I was just wondering how you would go about making a 1st person adventure in WME, would I have to use a dummy character file. An example would be just to make transparent boxes as the characters so you can't see them.  I also would like to use the interface from the 3d_demo as a basis for my game, I have tried to remove it from the demo and add it into my project but it doesn't seem to work.  Even though I port of the scripts.

To make it easier, I am looking at doing an adventure like "Dead City", i've been trying for hours but I haven't been able to work it out.

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